1SDL Mac OS X Developer Notes: 2 This is an optional developer package to provide extras that an 3 SDL developer might benefit from. 4 5 Make sure you have already installed the SDL.framework 6 from the SDL.dmg. 7 8 For more complete documentation, please see READMEs included 9 with the SDL source code. Also, don't forget about the API 10 documentation (also included with this package). 11 12 13This package contains: 14- SDL API Documentation 15- A variety of SDLMain and .Nib files to choose from 16- Xcode project templates 17 18 19SDL API Documentation: 20 We include both the HTML documentation and the man files. 21 And new to 1.2.14, we introduce an Xocde DocSet which 22 is generated via Doxygen. These require Xcode 3.0 or greater. 23 24 You will need to drill down into the XcodeDocSet directory 25 from the Documentation folder and find the 26 org.libsdl.sdl.docset bundle. We recommend you copy this to: 27 28 /Library/Developer/Shared/Documentation/DocSets 29 30 Again, this follows all the standard Xcode patterns 31 described with the project templates (below). You may need 32 to create the directories if they don't already exist. 33 You may install it on a per-user basis. 34 And you may target specific versions of Xcode 35 in lieu of using the "Shared" directory. 36 37 To use, it is quite simple. Just bring up the Xcode 38 Documentation Browser window (can be activated through 39 the Xcode Help Menu) and start searching for something. 40 41 If nothing is found on a legitimate search, verify that 42 the SDL documentation is enabled by opening up the DocSet 43 popup box below the toolbar in Snow Leopard. 44 (In Leopard, the DocSets appear in the left-side panel.) 45 46 Another handy trick is to use the mouse and Option-Double-Click 47 on a function or keyword to bring up documentation on the 48 selected item. Prior to Xcode 3.2 (Snow Leopard), this would 49 jump you to the entry in the Xcode Documentation Browser. 50 51 However, in Xcode 3.2 (Snow Leopard), this behavior has been 52 altered and you are now given a hovering connected popup box 53 on the selected item (called Quick Help). Unfortunately, the 54 Doxygen generated DocSet doesn't currently provide Quick Help 55 information. You can either follow a link to the main 56 Documentation Browser from the Quick Help, or alternatively, 57 you can bypass Quick Help by using Command-Option-Double-Click 58 instead of Option-Double-Click. (Please file feedback with both 59 Doxygen and Apple to improve Quick Help integration.) 60 61 62 For those that want to tweak the documentation output, 63 you can find my Doxyfile in the XcodeDocSet directory in 64 the Xcode directory of the SDL source code base (and in this package). 65 66 One of the most significant options is "Separate Member Pages" 67 which I disable. When disabled, the documentation is about 6MB. 68 When enabled, the documentation is closer to 1.6GB (yes gigabytes). 69 Obviously, distribution will be really hard with sizes that huge 70 so I disable the option. 71 72 I also disabled Dot because there didn't seem to be 73 much benefit of generating graphs for public C functions. 74 75 One thing I would like to see is a CSS file that makes the 76 Doxygen DocSet look more like the native Apple documentation 77 style. Style sheets are outside my expertise so I am asking for 78 contributions on this one. Meanwhile, I also request you send 79 feedback to Doxygen and Apple about this issue too. 80 81 82 Finally for convenience, I have added a new shell script target 83 to the Xcode project that builds SDL that refers to my Doxyfile 84 and generate the DocSet we distribute. 85 86 87SDLMain: 88 We include several different variations of SDLMain and the 89 .Nibs. (Each of these are demonstrated by the different PB/Xcode 90 project templates.) You get to pick which one you want to use, 91 or you can write your own to meet your own specific needs. We do 92 not currently provide a libSDLMain.a. You can build it yourself 93 once you decide which one you want to use though it is easier and 94 recommended in the SDL FAQ that you just copy the SDLMain.h and 95 SDLMain.m directly into your project. If you are puzzled by this, 96 we strongly recommend you look at the different PB/Xcode project 97 templates to understand their uses and differences. (See Project 98 Template info below.) Note that the "Nibless" version is the same 99 version of SDLMain we include the the devel-lite section of the 100 main SDL.dmg. 101 102 103Xocde Project Templates: 104 For convenience, we provide Project Templates for Xcode. 105 Using Xcode is *not* a requirement for using 106 the SDL.framework. However, for newbies, we do recommend trying 107 out the Xcode templates first (and work your way back to raw gcc 108 if you desire), as the Xcode templates try to setup everything 109 for you in a working state. This avoids the need to ask those 110 many reoccuring questions that appear on the mailing list 111 or the SDL FAQ. 112 113 114 We have provided 3 different kinds of SDL templates for Xcode and have 115 a different set of templates for each version of Xcode (which generally 116 correspond with a particular Mac OS X version). 117 The installion directory depends on which version of Xcode you have. 118 (Note: These directories may not already exist on your system so you must create them yourself.) 119 120 For Leopard and Snow Leopard (Xcode 2.5, 3+), we recommend you install to: 121 /Library/Application Support/Developer/Shared/Xcode/Project Templates/Application 122 123 For Xcode 1.0 to 2.4, 124 /Library/Application Support/Apple/Developer Tools/Project Templates/Appllcation 125 126 127 Also note you may place it in per-user locations, e.g. 128 ~/Library/Application Support/Developer/Shared/Xcode/Project Templates/Application 129 130 131 And for advanced users who have multiple versions of Xcode installed on a single system, 132 you may put each set in a directory with the Xcode version number instead of using "Shared", e.g. 133 /Library/Application Support/Developer/2.5/Xcode/Project Templates/Application 134 /Library/Application Support/Developer/3.1/Xcode/Project Templates/Application 135 /Library/Application Support/Developer/3.2/Xcode/Project Templates/Application 136 137 138 Copy each of the SDL/Xcode template directories into the correct location (e.g. "SDL OpenGL Application"). 139 Do not copy our enclosing folder into the location (e.g. TemplatesForXcodeSnowLeopard). 140 So for example, in: 141 /Library/Application Support/Developer/Shared/Xcode/Project Templates/Application 142 you should have the 3 folders: 143 SDL Application 144 SDL Cocoa Application 145 SDL OpenGL Application 146 147 148 After doing this, when doing a File->New Project, you will see the 149 projects under the Application category. 150 (Newer versions of Xcode have a separate section for User Templates and it will 151 appear in the Application category of the User Templates section.) 152 153 154 155 How to create a new SDL project: 156 157 1. Open Xcode 158 2. Select File->New Project 159 3. Select SDL Application 160 4. Name, Save, and Finish 161 5. Add your sources. 162 *6. That's it! 163 164 * If you installed the SDL.framework to $(HOME)/Library/Frameworks 165 instead of /Library/Frameworks, you will need to update the 166 location of the SDL.framework in the "Groups & Files" browser. 167 168 169 The project templates we provide are: 170 - SDL Application 171 This is the barebones, most basic version. There is no 172 customized .Nib file. While still utilizing Cocoa under 173 the hood, this version may be best suited for fullscreen 174 applications. 175 176 - SDL Cocoa Application 177 This demonstrates the integration of using native 178 Cocoa Menus with an SDL Application. For applications 179 designed to run in Windowed mode, Mac users may appreciate 180 having access to standard menus for things 181 like Preferences and Quiting (among other things). 182 183 - SDL OpenGL Application 184 This reuses the same SDLMain from the "SDL Application" 185 temmplate, but also demonstrates how to 186 bring OpenGL into the mix. 187 188 189Special Notes: 190Only the 10.6 Snow Leopard templates (and later) will include 64-bit in the Universal Binary as 191prior versions of OS X lacked the API support SDL requires for 64-bit to work correctly. 192To prevent 64-bit SDL executables from being launched on 10.5 Leopard, a special key has been set 193in the Info.plist in our Snow Leopard SDL/Xcode templates. 194 195 196Xcode Tips and Tricks: 197 198- Building from command line 199 Use the command line tool: xcodebuild (see man page) 200 201- Running your app 202 You can send command line args to your app by either 203 invoking it from the command line (in *.app/Contents/MacOS) 204 or by entering them in the "Executables" panel of the target 205 settings. 206 207- Working directory 208 As defined in the SDLMain.m file, the working directory of 209 your SDL app is by default set to its parent. You may wish to 210 change this to better suit your needs. 211 212 213 214Additional References: 215 216 - Screencast tutorials for getting started with OpenSceneGraph/Mac OS X are 217 available at: 218 http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/MacOSXTips 219 Though these are OpenSceneGraph centric, the same exact concepts apply to 220 SDL, thus the videos are recommended for everybody getting started with 221 developing on Mac OS X. (You can skim over the PlugIns stuff since SDL 222 doesn't have any PlugIns to worry about.) 223 224 225Partial History: 2262009-09-21 - CustomView template project was removed because it was broken by 227 the removal of legacy Quicktime support while moving to 64-bit. 228 ProjectBuilder templates were removed. 229 Tiger, Leopard, and Snow Leopard Xcode templates were introduced instead of 230 using a single common template due to the differences between the 3. 231 (Tiger used a chevron marker for substitution while Leopard/Snow Leopard use ___ 232 and we need the 10.6 SDK for 64-bit.) 233 2342007-12-30 - Updated documentation to reflect new template paths in Leopard 235 Xcode. Added reference to OSG screencasts. 236 2372006-03-17 - Changed the package format from a .pkg based 238 installer to a .dmg to avoid requiring administrator/root 239 to access contents, for better transparency, and to allow 240 users to more easily control which components 241 they actually want to install. 242 Introduced and updated documentation. 243 Created brand new Xcode project templates for Xcode 2.1 244 based on the old Project Builder templates as they 245 required Xcode users to "Upgrade to Native Target". The new 246 templates try to leveage more default options and leverage 247 more Xcode conventions. The major change that may introduce 248 some breakage is that I now link to the SDL framework 249 via the "Group & Files" browser instead of using build 250 options. The downside to this is that if the user 251 installs the SDL.framework to a place other than 252 /Library/Frameworks (e.g. $(HOME)/Library/Frameworks), 253 the framework will not be found to link to and the user 254 has to manually fix this. But the upshot is (in addition to 255 being visually displayed in the forefront) is that it is 256 really easy to copy (embed) the framework automatically 257 into the .app bundle on build. So I have added this 258 feature, which makes the application potentially 259 drag-and-droppable ready. The Project Builder templates 260 are mostly unchanged due to the fact that I don't have 261 Project Builder. I did rename a file extension to .pbxproj 262 for the SDL Custom Cocoa Application template because 263 the .pbx extension would not load in my version of Xcode. 264 For both Project Builder and Xcode templates, I resync'd 265 the SDLMain.* files for the SDL App and OpenGL App 266 templates. I think people forget that we have 2 other 267 SDLMain's (and .Nib's) and somebody needs to go 268 through them and merge the new changes into those. 269 I also wrote a fix for the SDL Custom Cocoa App 270 template in MyController.m. The sprite loading code 271 needed to be able to find the icon.bmp in the .app 272 bundle's Resources folder. This change was needed to get 273 the app to run out of the box. This might change is untested 274 with Project Builder though and might break it. 275 There also seemed to be some corruption in the .nib itself. 276 Merely opening it and saving (allowing IB to correct the 277 .nib) seemed to correct things. 278 (Eric Wing) 279 280 281 282 283